• Feats, Backgrounds, Skills, and Other Customization Options


(Some Compiled from Hack & Slash, theRPGsite, DnD Wiki)

  • Backgrounds: Removed or Edited

Acolyte
PC could only have been an acolyte on Ansalon before immigrating to Yathewah, far beyond their gods reach. Might have been a psychologically traumatic experience.
The Shelter of the Faithful Feature can not apply, and is defunct. (No temples or temple culture of Ansalonian dieties, on Yathewah). Maybe it could be replaced, but for the moment, no.
Charlatan
Virtually no change.
Criminal
Virtually no change.
Entertainer
Virtually no change. Remove Gladiator Variant, see Gladiator Background below.
Folk Hero
Virtually no change.
Guild Artisan
All statements in guild artisans are past tense, other than Armorers, locksmiths, finesmiths, leatherworkers, skinners, tanners, smiths, metal-forgers, tinkers, pewterers, casters, woodcarvers, coopers, bowyers. All other artisan types are either lost, defunct for lack of population or interest, or struggling to get back on their feet. A PC can be a lingering custodian of knowledge that lacks a true guild to have it survive, just understand that some of the class features involving other people of their guild will not apply.
Hermit
Virtually no change.
Noble
This background will work, as there are one or two ducal families that have survived the Time of Famine. Many more, were lost or are dead end bloodlines, if survivors could even be located or divined. (See Disowned Noble Background below)
Outlander
Will have secret knowledge of plants and animals of Yathewah, due to experience. Secret only because no one else knows it, or no one has survived finding it out but him or her so far.
Sage
Pretty much only an immigrant from Ansalon, varying from those studying the differences in nature, reality, time, ect. Anything. A rare, rare few would have made it through these recent times of turmoil and destruction.
Sailor
Remove Pirate Variant. No ocean based economy yet to pirate from. Remove Passage attribute, as there is as of yet no shipping over water. Not enough people. I would suggest taking a look at the Fisherman Background Below, if you like. A Sailor, such as this, would be an immigrant. Perhaps, actually, a pirate fleeing retribution by dissapearing into the gate system and ending up here. Would not help much, but story would be unique.
Soldier
Some contextual changes, but no numerical issues.
Urchin
Some contextual changes, but no numerical issues.
  • Backgrounds: Additional

Slave


You were sold into or perhaps raised in bondage. Did you escape from slavery or earn your freedom through charity or other methods? Your life has been one of hard labor and little joy but the bonds that claim your body never claimed your spirit . You are well acquainted with suffering and hardship so you are more than ready for whatever travails your new profession can bring.
Skill Proficiency: Wisdom (Insight), Wisdom (Survival)
Languages: Pick any 1
Tool Proficiencies: Artisan’s tool-set (Pick one that reflects your life as a slave.)
Equipment: Traveler’s clothes, Quarterstaff, backpack
Feature:
Blend In: You are marked with a brand that denotes you are/were property. Hard labor does not worry you in the least. You bear any burden of hardship with silent stoicism. Other slaves will provide you reliable information on the nearby area and the locations of safe hiding places, sources of food and water and how to avoid the local authorities.

Suggested Characteristics
Former slaves tend to be uncomfortable around authority figures for fear that they will be dragged back to their former lives. Loyal to their friends without fail and more comfortable when unnoticed, slaves prefer to speak little of their former status and past unless pressed.
d8 Personality

  1. You don’t make eye-contact with anyone of higher social standing than you. You are shy.
  2. You are painfully naïve about many basic things in life. You are simple.
  3. You only speak when spoken to. You are submissive.
  4. I will make anyone of the race/people/family of my owner suffer whenever I can. You are vengeful.
  5. I was set free by my master for he saw greatness in me. I am aspirational.
  6. I have lost my family, my people and my purpose. I am burdened with grief.
  7. You are slow to trust and will die before you are ever put in bondage again.
  8. I seek power over others. I wish to be feared and respected.
d6 Ideal
  1. Freedom: I will live life to the fullest now after experiencing nothing but hunger and want. (Chaos)
  2. Wrath: I am without pity or empathy. I have been made numb to suffering. (Evil)
  3. Sympathetic: I cannot bear to witness the suffering of innocents. (Good)
  4. Jaded: The world is a hard, unfeeling place. Only the strong or the lucky survive. (Neutral)
  5. Justice: Slavery is a grievous injustice that I will not tolerate. (Lawful)
  6. Family: There is no bond greater than blood. (Any)
d6 Bond
  1. I have a family somewhere that is still enslaved.
  2. If I can only collect enough gold, I’ll be able to pay off my debts and be a free man (woman).
  3. I yearn for my homeland but can never return.
  4. I am forever indebted to the person that freed me and hope to repay that someday.
  5. I’ve lost my entire family and am just looking for a place I belong.
  6. My independence is the most important thing in my world.
d6 Flaw
  1. I am filled with hatred for the race/people that enslaved me, to a violent extreme.
  2. I’m hopelessly addicted to alcohol and seek it out on a daily basis.
  3. I tend to trust no one in authority.
  4. I am without empathy for others that are suffering.
  5. There are times when I forget what I’m supposed to be doing and will wander off.
  6. I’m selfish. After going without for so long, I want everything I can get


Brewer

You brew beer, alcohol, or other spirits, because doing so is important. But there was an accident. Perhaps the beer ran out, or something contaminated a large batch. For whatever reason, you don't brew beer any more.

Skill Proficiency: Gain proficiency in Intelligence (History) and Wisdom (Insight)Tool Proficiency: Gain proficiency in brewers toolsLanguages: Gain one additional language.Equipment: Two mugs, a mini-keg, a bottle opener, a flask, a knife, one weapon of your choice, a suit of leather armor, and a sleeping bag.
Feature:You can tell the type and quality of a drink just by a small taste. Its ingredients, perhaps locations and seasons in which it was brewed. What wood or substance it was fermented in, or where the sugar for a particular spirit came from. You are also very familiar with bar culture, allowing you to gain advantage on any rolls made to find out information in taverns, bars, or any social situation that contains libations of more than one drink per person.
Suggested CharacteristicsBeer is important to the development of humanity and that's why you learned to brew it. People who drink beer are healthier and live longer, and they have more to live for. What are you like?

d6 Personality
  1. I'm tough enough to crush a can on my head. I'm tough enough for this.
  2. I don't know how I got involved in this. I just black-out and always show up in the strangest places.
  3. If I had to do something responsible with my life, it might as well be something enjoyable.
  4. I'm not a fan of drunks, but I like beer and I like crafting it.
  5. My best customers are humanoids, not humans!
  6. I'd still be doing it today if I didn't dislike politics so much.


d6 Ideal
  1. Hedonism: Everyone should be a little bit more concerned about their own happiness. (Chaotic)
  2. Isolation: I just want to be left alone to drink. (Neutral)
  3. Companionship: Nothing is better than the camaraderie of friends. (Good)
  4. Callousness: It's not my fault, I was drunk. (Evil).
  5. Chemist: The science and chemistry of brewing is magic! (Lawful)
  6. Inebriation: I don't drunk I'm think! (Chaoticsh Sloppy)
d6 Bond
  1. I lost my job, so now I need to find something else to do to support my family.
  2. My best customer is my best friend.
  3. I have a group of nearby non-human customers that need me to bring them beer, even if I don't brew it anymore
  4. I have a bunch of secret recipes that no one can ever have. They will make me rich someday.
  5. I have valuable brewing equipment that takes up a lot of space.
  6. I love going on adventures, but I have to come back pretty frequently to check on my brews.


d6 Flaw
  1. "No! an ale is not a lager!" The world is filled with idiots and I'll never teach them.
  2. I have to be a little drunk to cope with even small things.
  3. Alcoholism isn't just a river in egypt.
  4. I might like the fighting more than the drinking.
  5. Conservative teetotaling know-it-alls drive me crazy!
  6. The doctor says I have a bad liver, but I don't see what that has to do with drinking


Dishonored Noble

Why have you been Dishonored or Disowned? Are you allowed to return? Do you still have family that accepts you? What must you do to get back in the good graces of your family or the court? Is the journey that you are currently on something you enjoy or accept or is it torture and cruel punishment to make to find your own way amongst the savages? Or perhaps for the first time you are seeing the world with a new wonder and have taken to opportunity to grow and find out more about yourself? Perhaps you are just a 4th or 5th heir and you have been told to find your own fortunes?
Skill Proficiencies: Perception, Persuasion
Tool Proficiencies: Vehicle (Land)(or mount),One type Artisan's tools, or One type gaming set
Languages: One of your choice
Equipment: One simple or martial weapon, a set of fine clothes, one set of heritage style armor(armor frequntly worn in your home area), one Vehicle(land), Pouch of 50 salt, Bedroll, winter blanket, and some memento of home (mothers locket, father's ring or Dagger Ect.. cost between 100-400 salt)
Feature: Gone but not forgotten
Even though you have left home, home hasn't left you. You still have some connections there,and a great deal of memories. This can lead to all kinds of fun and mischief. The momento you have is one of the most precious items you own, and you will do whatever it takes to keep it safe.
Suggested Characteristics
d8
Personality Trait
1
I talk to travelers frequently for any news about home
2
I tend to lose my temper when someone bad mouths my home.
3
I still follow the culture and practices of my old life.
4
If I must live this life I will truly LIVE
5
I am full of stories from my old life, and am eager to share them
6
I get very introspective at times as i wish for days gone by
7
I am Driven by a Wanderlust now that i have left home
8
I never pass up a friendly wager

d6
Ideal
1
Respect All people regardless of Station deserve to be treated with dignity (Good)
2
Responsibility It is my duty to respect the authority of the lands I travel (Lawful)
3
Independence I must prove that I can handle myself without the coddling of my family (Chaotic)
4
Power If I attain more power then I can return and prove to them one way or another that it is my home. (Evil)
5
Family Family are those that will always accept you even after an argument of epic proportions. they are not always Blood though. (Any)
6
Nobility Protecting those that can not protect themselves, basically upholding the virtues that makes one Noble not the title of Noble birth (Good)

d6
Bond
1
I protect those that can not protect themselves
2
I will never betray those I call Friend
3
Those I have left behind will always be in my thoughts and prayers
4
I have sworn I will return someday to the arms of my love
5
I will never forget the people that I have met along the way
6
A mans Word is his bond, Thus be careful when you make promises

d6
Flaw
1
I secretly find the opposite sex a lesser part of the species
2
I seek comfort from my personal problems in self destructive ways
3
I fight and risk my life because the feeling of invincibility is a heady drug
4
I help people because i like the recognition and the feeling that i could help them when they needed it
5
My greatest Vice is Hedonistic pleasure
6
I hide a truly scandalous secret that could ruin my family forever.

Clone

There is someone else that is you. You are a clone of some person somewhere in the world. Perhaps you have only recently awoken and become alive or have you been in this world longer than that? Did you emerge from a vat or chamber that you were created in, or was there some other means that you were created by? Did you know the person that you were created from, or have the two of you never met? What purpose were you created for? Will you seek out your creator or are you happy to never know the person that shares your face?

Skill Proficiencies: Arcana and Medicine
Tool Proficiencies: Herbalism Kit
Languages: One of your choice
Equipment: Two trinkets from the trinket table that you took from the original you, a set of common clothes, and a small pouch with 15 salt.
Purpose
Why were you created as a clone?
d6
Purpose
1
To serve as a body double in dangerous situations.
2
To replace the original person after a secret coup or assassination.
3
To carry on the legacy of the original.
4
For spare parts, in case the original was ever grievously injured.
5
To be part of a clone army.
6
To satisfy the desires or needs of someone that could never be with the original.
Feature: Mistaken Identity
Being a perfect copy of someone has its perks. Any NPCs that know the original version of you think you are them. They will treat you as the original and allow you access to all that your original would have access to. If you begin acting in a way unlike the original, the NPCs may take note and respond as they see fit. This mistaken identity may also work against you at times, as any enemies of your original will also believe you to be the original.
Suggested Characteristics
d8
Personality Trait
1
I'm always paranoid that I'll see my own face in the crowd.
2
I am constantly asking questions of new people I meet. They might know more about me than I do!
3
I try to stay out of the spotlight, or else people might look too closely.
4
I frequently have odd feelings of déjà vu when engaging in new things or meeting new people.
5
I feel like those around me are hiding things they know about me.
6
I indulge in any new experience that is offered to me.
7
I am fascinated by birth and childhood, having never experienced it myself.
8
I frequently draw self portraits of myself or gaze into the mirror.

d6
Ideal
1
Make It Count: I need to make the most of this life I was given and make a positive mark on the world. (Good)
2
Stolen Identity: You say that this castle belongs to me-I mean, it's great to be back home! (Evil)
3
Purpose Fulfilled: I need to find my creator and carry out my purpose. It's what I was made for. (Lawful)
4
Co-Exist: All I want to do is make my own way in the world. I don't care how, I just want to live. (Neutral)
5
Experience: I never got a chance to do that before! I'll need to try it out. (Chaotic)
6
Only One: A face as nice as this one shouldn't be shared...I'll need to do something about that. (Evil)

d6
Bond
1
I desperately want to meet the person I am a copy of.
2
I was never supposed to be alive. I need to make certain no more like me are ever created.
3
I have flashes of memories that don't belong to me and I use them to guide me in my actions.
4
I hold all the people who think I'm the original dear to my heart, even though I have no real connection to them.
5
I work harder than most people, as I feel I need to prove my right to exist.
6
There are people looking for me and I will do what I need to avoid them.

d6
Flaw
1
I enjoy acting in a way I know is in opposition to the original.
2
I secretly believe that I am the original and not the clone.
3
I lie that I am a twin whenever confronted with the reality of my existence as a clone.
4
I believe that I am far superior to the original.
5
I lose all focus on other tasks when information about my original is available.
6
I will go out of my way to get recognized, if I haven't been recognized in awhile. Just to keep things interesting.



Gladiator

Once you fought against other men and beasts for the entertainment of the people. No longer. Now you fight for a different cause.

Skill Proficiency: Strength (Athletics) OR Dexterity (Acrobatics); Charisma (Performance)
Languages: Pick any two.
Equipment: Any weapon, 1d100 coins, Traveler's outfit, Strips of cloth.

Specialty: Your background before becoming a gladiator varied:
  1. Captured slave
  2. Criminal
  3. Politician seeking warrior pedigree
  4. Ex-soldier
  5. Desperate man
  6. Thrill seeking upper-class patrician

Feature:
As a gladiator, you were considered a hero and had many adoring fans. In any settlement of 500 people or more, there are 1d4 people who have heard of your accomplishments and fame per 500 people. In any settlement of 1,000 people or more, one of each of those is a very big fan and will accommodate whatever your wishes are. This can result in free services, housing, or other more esoteric requests depending on the fan.

Suggested Characteristics
No stranger to combat and death, you take such things very seriously. If you achieved any degree of fame, you have a talent for showmanship, but realize that being alive is more important than being impressive.
d8 Personality
  1. By Jupiter's low-hanging cock, I love to put a colorful fist full of words that fall from my mouth like shit from ass, into a knotted ear!
  2. I'm just a simple gladiator trying to make his way against the whim of the gods, the politicians, the miscreants. So often you can't tell one from the other.
  3. There is no greater thing than standing victorious in the arena.
  4. Death comes to us all. Press me again, and you shall find yours.
  5. There is always a choice.
  6. I am beset by misfortune, one again gods spread the cheeks to ram c&*k in f*#&ing ass!
  7. I was sprung from my mother with sword in hand. The ways of battle are second nature, passed down from father to son.
  8. You had me at whores!


d6 Ideal
  1. Freedom: Those who seek to place heel on the throat of Liberty will fall to the cry of Freedom. (Chaotic)
  2. Ceremony: The dead must be honored and this is why I must fight. (Lawful)
  3. Wealth: Show me the money! (Unaligned)
  4. Victory: Winning is the only thing that matters. (Evil)
  5. Equality: In the arena, none of us are slaves. (Good)
  6. Vengeance: Blood demands blood. (Evil)


d6 Bond
  1. I have an endorsement deal with a popular guild, and am bound by contract to certain terms.
  2. I gave my word, blood and honor, to return to my wife. The gods themselves will not keep me from returning.
  3. My gladiators are my brothers and I live for them. Either to increase their rights or to protect their lives.
  4. I still have a close relationship with the Ludis that trained me.With the owners, trainers, and gladiators -- I represent them publicly.
  5. You cannot stay long in one place, you are bound to wanderlust, traveling in whatever direction and desire wills your feet.
  6. Your trainer is the only person you wish to please.

d6 Flaw
  1. I was once a slave and for some reason, never managed to get that cleared up before I took off.
  2. I killed my patron and led a slave uprising, and now there are a group of people who want me dead for what they see as very good reasons.
  3. I have a wound that never healed correctly, that acts up at inopportune times.
  4. I am extremely popular with members of the opposite sex, and frequently run into problems caused by my sexual mystique.
  5. Freedom is not a stick of wood to be presented as a bone to obedient dog. It is a thing all men deserve. I will not tolerate slavery.
  6. For some reason, the odds never seem to favor you.


Fisherman

The sea is your mother, the sea is your life. You aren't a sailor. You're a fisherman. You have a deep, personal, intimate relationship with the sea
Skill Proficiency: Intelligence (Nature); Wisdom (Survival);
Tool Proficiency: Water Vehicle
Languages: Pick One
Equipment: Fishing line, Fishing pole, Net, Traveler's clothes, Dapper fishing hat, Tacklebox, Can of worms
Specialty: You can either select or roll for the type of fisherman you are, and the type of fish you catch
  1. Wild Drift Net fishing
  2. Subsistence fisherman
  3. Spear hunting

Feature:
Anytime you are near a source of water, you have advantage on survival checks to find food. Also, you can generate 2d10 silver pieces a day in fish to sell. Your knowledge of fishing allows you to blend in and acquire information from fishermen in various different cities and places regardless of any negative biases the population may hold towards you.
Suggested Characteristics
Spending more time alone on the sea than with people has changed your nature. You are used to knowing that your survival is in your hands against a force much larger and more powerful then you could ever fathom.
d8 Personality
  1. I don't much like people.
  2. I know that I'm out of control of my life, which really allows me to enjoy dangerous situations.
  3. I like being outdoors, wearing fashionable hats, and being prepared. I'm a bit of an outdoorsman nut!
  4. I know how to provide for myself. I don't need any support from the crown.
  5. People are disturbed by how much I like fish. I like them. . . a lot. *Creepy Grin*
  6. I love the sea, it's the only place I feel content.
  7. I know the sea is ever active, so I seek to learn to sail in high winds.
  8. You can't tame the sea by just sitting and looking at it.

d6 Ideal
  1. Calm: I am content when I'm in the elements (Unaligned)
  2. Risk: I love the chaos of the sea. (Chaos)
  3. Greed: The sea holds many mysteries I wish to unlock. (Evil)
  4. Competence: I wish to master the sea, as a measure of my skill. (Lawful)
  5. Exploration: To see a new vista is the opportunity of the water. (Good)
  6. Balance: The sea is a measure of the balance of nature (Unaligned/Neutral)

d6 Bond
  1. Once, I saw a mermaid, and now I pine for her.
  2. I met a magic talking fish, who said I should seek him out again someday.
  3. I built my boat myself.
  4. My fishing rod was given to me by my father
  5. I learned to fish from my grandfather who is still quite young and spry.
  6. I have a partner I fish with.

d6 Flaw
  1. I don't much concern myself with the short term. The sea destroys all things in time.
  2. I made a bargain for immortality with evil fish people.
  3. I'm addicted to fishing and liable to avoid obligations to go.
  4. I often smell of dirt, worms, and fish.
  5. I have a pet fish. This is not as convenient as it sounds.
  6. I am secretly a cursed water creature, either a fish poloymorphed into a human or a mermaid given legs, or some other sea creature cursed to walk the land.


Feral

You were abandoned as a child, and raised by wild animals (More than likely family explorers, killed off by unexpected perils of Yathewah). You were a teenager before being exposed to your own kind. Even today you would have trouble existing in the civilized world.

Skill Proficiency: Strength (Athletics), Dexterity (Acrobatics); Wisdom (Animal Handling) Wisdom (Perception) Wisdom (Survival);
Tool Proficiency: None may be had - if your class gives you any, you lose them.
Languages: Can only have 1, and speak that poorly. You have the ability to emphatically communicate with the type of animal that raised you.
Equipment: Common clothes, torn; Pouch, Rope, Animal fetish. Bucket. You may not take starting money from your class.

Specialty: Select from the following list or determine which animal you were raised by randomly. (There will be an appropriate Yathewahian Analogue that fills a similar ecological niche created and assigned. None of these represent being raised by Paragon races)

  1. Bears
  2. Sharks
  3. Wolves
  4. Eagles
  5. Panthers
  6. Deer
  7. Meercats
  8. Giant insects
  9. Apes
  10. Unicorns

Feature:
You can communicate with any animal of the type that raised you. This allows you to find out anything it knows. You also have the ability to call upon these animals for help or assistance, in addition to being able to treat the group of animals that raised you as trusted allies who will help you (though they will not throw their lives away needlessly).

Suggested Characteristics
You grew up in the wild. The wild you understand. You can't speak well. You feel anxious around groups of humanoids. You will never be a part of their world and you will never be able to go back. Where do you fit in?

d4 Personality
  1. I am very angry!
  2. I no like people. *glare*
  3. I am shy and do not trust.
  4. I am very much like family I come from. (Take on personality of animal)

d6 Ideal
  1. Freedom: I no want to be studied! (Chaos)
  2. Conservationist: I want to protect my family! (Unaligned)
  3. Violent: I like to hurt people to feel better. (Evil)
  4. Safety: I avoid civilization. (Lawful)
  5. Naturalist: I want to be a ambassador between my cultures. (Good)
  6. Hedonist: Hungry. Mating. Sleepy. (Unaligned)

d6 Bond
  1. I carry one of the young from my tribe.
  2. I carry the emblem of my animal people. It is their history. (a necklace/fetish/etc.)
  3. I have a mentor that cared for me and taught me everything I know about the civilized world.
  4. A beautiful lady found me and now I love her, even though I know I'm not right for her. . . (Me, tarzan, you Jane)
  5. I carry something given to me by my human mother.
  6. I am quite famous.

d6 Flaw
  1. I only know 18 words.
  2. I am mute and unable to speak
  3. My tribe family is being hunted to extinction, and I don't care about anything else.
  4. Someone has my tribe family held hostage and I must do what they say.
  5. I was maimed in some physical or debilitating way in my youth. (Work out the effects with your dungeon master. Examples are a limp that reduces speed by 5 feet, or blindness in one eye giving disadvantage on ranged attacks).
  6. I have odious personal habits that make me forever stand out in civilization and offend those I meet. (Defecating in public/covered in lice and parasites, etc.)


Rip Van Winkle

You once lived a life that is now gone. Through sorcery, magic, or chance everyone you once knew is dead and you live in a long distant time.

Skill Proficiency: Dexterity (Acrobatics); Intelligence (History);
Tool Proficiency: Select any two tools
Languages: Select any one old or ancient language
Equipment: Costume Clothes (any archaic people/uniform), Any weapon, Any light armor, Hunting trap. Torches, Steel mirror.
Specialty: There are lots of reasons you could be pulled out of time. Roll randomly, or choose one from the following list.

  1. You were turned into stone, and recently revivified with a stone to flesh spell.
  2. You're actually a dimensional traveler and are trapped here. This dimension is like yours but different.
  3. Sent through time by a chronomancer. It was for a reason, though when you arrived you had no recollection of what that was.
  4. You were abducted by aliens.
Feature:
A group or person found you, and you recognize the spirit of your time in them. They are your friend and have provided you with support. You may travel with them or work for them. There is one person in particular who you trust, even if the people around them are suspect.
There is also a strong possibility you are not the only one to be out of time. Perhaps a companion or an old enemy who knows secrets long forgotten by those people in the modern age.

Suggested Characteristics
You don't understand a lot of unfamiliar things. Perhaps races, language, and customs are all strange. But you are no stranger to human nature. People are always the same. Being from the past doesn't make you stupid. You also carry the burden of everyone you ever knew being gone or drastically changed from when you knew them. It is very likely you may have amnesia of one kind or another.

d8 Personality


  1. I am this way because I volunteered. The reasons I did so are just as true today as they were then!
  2. I hate everything the way it is now. By leaving I've disgraced or lost everything that was important to me.
  3. Everything is so different here, you have no frame of reference for anything. Your home culture was radically different from what you experience.
  4. Everything in your day was golden and you love to tell people about it!
  5. I'm young enough that I'm loving being in the future.
  6. I'm just a normal guy thrust into an extraordinary experience.
  7. Why is this happening to me!
  8. I have no idea what the future or my life holds, but I will meet it with a level head.


d6 Ideal

  1. Duty: My goal has not changed. (Lawful)
  2. Honor: I struggle to do what is right, no matter the time. (Good)
  3. Loss: Everything is different, so it doesn't matter what I do! I'm truly free. (Chaos)
  4. Revenge: All that matters is making whoever did this to me pay. (Evil)
  5. Discovery: I will figure out how the three seashells work! (Unaligned)
  6. Escape: I just want to extract myself from whatever I've gotten into and live the rest of my life in peace. (Unaligned)
d6 Bond

  1. You just really want to get your old stuff back.
  2. You hung out with some marginalized group because you blended in. It wouldn't be right if anything happened to them.
  3. You have an enemy that you still seek to destroy. (Ex Meet Jack Deth . He's a Cop From The Future Trapped in the Present, and he's chasing a 23rd century menace in 1985.)
  4. You were experimented on by aliens. Either they, or a robot servant of theirs is your friend.
  5. Something that existed in the past exists now, and it is your focus. Either you must protect it or serve it. Perhaps it is a creature, a god, or just the symbol or earthly representation of such a thing.
  6. You founded an order and discover the current incarnation of such an order to have drifted so far from it's original purpose, that it nearly serves what it was founded to combat.

d6 Flaw

  1. What no one knows is that I traveled through time intentionally, because I was a screw-up where I was from.
  2. The future is so radically different that you are suffering from one or several mental illnesses (Anxiety, Depression, etc.)
  3. You frequently misunderstand what people say.
  4. Whatever happened to send you through time was a punishment. If anyone knew what you did, they would say you got off easy.
  5. You are overcome by apathy and don't have anything to care for in this new and strange world. (Note: This requires the DM to have some activity or force that drives you towards other characters that you go along with in spite of your apathy.)
  6. A different government is in power then when you left. You were a hero for the vanquished rulers.



Experiment

You are the result of a twisted combination of experimentation and the manipulation of life. Your master manipulated you from his own hand to serve his curiousity and desire to push the godlike powers of trial and error to the limit. Perhaps you were created by your master, or perhaps you were kidnapped and "modified". You have since fled your confines, and found your place in the outside world, adapting to it or surviving in spite of it. You could have spent any number of years trapped with your creator. Did he do malicious tests on you while you were chained to a wall, or was he obsessive and caring about his pet? Were you caged or trapped in an atrium for the amusement of a jeering crowd? Was there just one magician or scientist behind you, or was it a team of curious voyeurs filled with the urge to find out the limits of our natural world? Did you escape or were you set free? Were there more of you?
Skill Proficiencies: Medicine and Athletics
Tool Proficiencies: Herbalism Kit, Poisoner's Kit, or Alchemist's Supplies
Languages: Draconic or Infernal or Primordial
Equipment: A backpack, a set of common or traveler's clothes, a sack, a lock, a lantern, two flasks of oil, a crowbar, robes, four vials, a waterskin, a bedroll, (incomplete?) lab notes on the experiment, and 10 feet of hempen rope.
Purpose
Why were you created?
d6
Purpose
1
To wreak a terrible vengeance on my creator's enemies.
2
To be the replacement child my creator could not have or lost.
3
To satisfy the intellectual curiosity of my creator and then be forgotten.
4
As punishment for my or my family's misdeeds.
5
To be the first of a new race.
6
As a terrible mistake that should never been made.
Feature: Scars of Conception
You have some physical deformity that marks you out as a victim of arcane or physiological anatomization. This abnormality is the result of a signature operation that identifies the group or individual that worked on you. This can be recognized by other victims of your master; and by scientists, wizards, and students familiar with your master's work. Deformities might include a hunched back, digitigrade legs, cranial vivisection scars, protruding bone or metal, grafted animal parts, elemental veins visible through your skin, or any other dramatic, visibly distinctive dis-figuration.
In addition, you are familiar with the layout of laboratories in the most general sense, and know the function (if not the names) of laboratory equipment such as athanors, alembics, pressure chambers, electric baths, blood transfusion machines, or exotic arcane surgery tools.
Suggested Characteristics
Your tortured experience has left scars, both psychological and physical.
d8
Personality Trait
1
I like bright lights.
2
There's a spot behind my ear I need to scratch and it's driving me crazy.
3
I can't speak to the opposite sex very well yet.
4
Communicating with me is difficult, until I feel comfortable with you.
5
Every so often I get urges to eat lots of food, it makes me very happy.
6
I find myself confused when people hug.
7
Sometimes I just like to relax and pop the blisters that rise up on my stomach.
8
I like to watch waves crash on beaches, they calm me.

d6
Ideal
1
The highest evil is the invasion of another person's life. (Good)
2
Killing is okay if it's the elimination of possible risks to yourself. (Chaotic)
3
You can accomplish anything without harm, somehow. (Any)
4
Freedom is unappreciated, and is one of the only things that deserves to be defended. (Chaotic)
5
I have endured so much pain, that anything I commit is justified, because it doesn't even compare to what I went through. (Evil)
6
My pain was necessary, and has made me only stronger. (Lawful)

d6
Bond
1
My master was the only person I felt knew my potential, and truly respected me.
2
I abandoned my family when I left, they're still trapped back there.
3
My strongest bond is to myself, no one ever helped me as much as I helped myself.
4
I will kill my master. It is inevitable.
5
I would not have escaped if it weren't for the comrades that helped me.
6
I forget who I was before I was, "changed".

d6
Flaw
1
I hate it when people smile more than they should.
2
The sound of chains triggers painful memories.
3
I am filled with a ravenous desire to eat away at my flesh.
4
I rarely manage to sleep.
5
I get distracted easily.
6
Sometimes I weep uncontrollably. I can't explain it.


Prostitute

There's more than one way to skin a cat. You provide service for people who can afford to pay it. This may mean sexual favors, but as frequently means conversation, comfort, and company.
Skill Proficiency: Charisma (Deception), Charisma(Persuasion)
Languages: Pick any 2
Equipment: Nightclothes, Traveler's clothes, Fine Clothes, Leather bag with 200 salt. Necklace worth 50 salt. 3 small gems worth 10 salt each.
Feature:
You have information about two people of importance. You can leverage this information in order to acquire lodging, information, or even money. You also may have the friendship of a madam, and if you are in the city she lives, you can earn 5d6 salt per day.

Suggested Characteristics
You enjoy people and you enjoy your work and you enjoy the money it brings. There's no shame in your profession and often it is highly regulated and regimented by guilds. It requires outgoing and adventurous personalities to be a success, and often these traits lead them to other adventures of a different sort.

d8 Personality
  1. There are so many different kinds of people and I like them and I want to meet them all.
  2. I enjoy being in control and manipulating people. It's important that they like me so they do what I say.
  3. I don't care about what people do or say, but I want all the pretty little gems.
  4. I'm not an airhead, though I don't open my mouth to prove people wrong. I let the discover it after I have what I want.
  5. I never thought this was the life for me, perhaps some brave woman (or man) will rescue me.
  6. People are often hurt and damaged. I try to heal them and leave them stronger than when I meet them.
  7. I'm better than more prim and proper men (and women) and I'm having more fun.
  8. I don't really care what happens, it's an easy way to get money for my habit.

d6 Ideal
  1. Freedom: I want to have the independence to enjoy life. (Chaos)
  2. Lust/Hedonism: I fill my urges when and where I wish. (Evil)
  3. Loving: Everyone needs attention and love. (Good)
  4. Maudlin: I seek only to fulfill my own needs. (Neutral)
  5. Hierodule: Prostitution is a holy duty. (Lawful)
  6. Malice: I love to toy with people, take advantage of them, and cause pain. (Evil)

d6 Bond
  1. I have a young ward who is my world.
  2. If I can only collect enough gold, I'll be able to pay off my debts and be a free man (woman).
  3. I seek a relationship with the most powerful people in the land, desiring to be the power behind the throne.
  4. I have a sick mother who I send all my money to.
  5. I've lost my entire family and am just looking for a place I belong.
  6. My independence is the most important thing in my world.

d6 Flaw
  1. I have an incurable venereal disease.
  2. I'm hopelessly addicted to a drug.
  3. I no longer practice my old profession, and I fear anyone discovering it.
  4. I just can't resist betraying people.
  5. Once I was a slave, and I still possess the mark and the brand. If found out my freedom is forfeit, for I am escaped and sought by my former master.
  6. I can't stand anyone who tries to be nice to me. They only want me to sleep with them.


Sole Survivor

You lived through a great tragedy, an event so traumatic that it now defines your entire life. Everything you once loved or valued is now gone forever. Who you were before the tragedy no longer matters, and returning to your old life seems impossible: that life is a distant memory, more akin to a dream than reality. The trauma you survived likely involved serious personal injury or the loss of a loved one (or both), but it could have also involved the loss of your livelihood, home, or reputation.
Skill Proficiencies: Perception, Survival
Tool Proficiencies: One type of artisan's tools (your choice)
Languages: One of your choice
Equipment: A set of artisan's tools (one of your choice), a memento from your past life (lock of hair, locket with a picture, or worn toy) a set of traveler’s clothes, and a belt pouch containing 15 salt
Feature: Safe House
Having barely escaped disaster once, you are overly prepared to avoid future calamity. You have one or more hidden caches where you stored a change of clothes, basic supplies, a few coins, and some food. This cache might be hidden in a crawl space with barely able to fit a single person, a shack hidden in the woods, or a small second home in the city.
Suggested Characteristics
Survivors have experienced a great deal of emotional trauma, which makes it difficult for them to form emotional attachments. They can be suspicious, possibly to the point of paranoia. Some survivors have difficulty thinking about the future, dwelling on the past and their regrets. Other survivors plan for any contingency, hoping to avoid future tragedies.
d8 Personality Trait
1 Despite my emotional problems, I maintain a facade of normality.
2 I am extremely pessimistic, always expecting the worse.
3 I try to be ready for anything to happen. Anything.
4 Humor is my preferred defense, and I take very little seriously.
5 I can be overly cautious, even in mundane situations.
6 I appear unemotional, being overly logical and withdrawn.
7 I have a plan for any situation, and a back-up plan for when that fails.
8 My happiness is fleeting, as I'm filled with a deep sorrow.

d6 Ideal
1 Aspiration. I must be better, I must try harder. (Any)
2 Power. Those in positions of power can prevent tragedies. (Evil)
3 Vengeance. I will have retribution for my pain. (Evil)
4 Protection. Someone has to defend the weak. (Good)
5 No More. I will not stand by and let others suffer. (Chaotic)
6 Community. Neighbors should look out for neighbors. (Lawful)

d6 Bond
1 My friends and companions keep me sane.
2 I'm determined to help others whenever possible.
3 Helping others keeps me grounded: as long as I'm active, I can't dwell on the past.
4 Someone helped me after my loss. I owe them a great debt.
5 The people of my home town are the closest thing to family I have left.
6 Revenge drives me forward.

d6 Flaw
1 I have strong feelings of guilt for surviving.
2 It is difficult for me to trust others.
3 I view strangers as expendable.
4 Nightmares prevent me from having a full night's sleep.
5 I'm self-destructive, taking unnecessary risks.
6 My mood changes wildly and without warning.


EXECUTIONER

You had been tasked with the duty of carrying out death sentences, corporal punishments and possibly also torture. The methods may depend on your home area and its customs - whether axe, sword, noose, pyre or guillotine - but it is a dirty work that doesn't make you popular.
While the cliché is that of the hulking headsman with the great axe (and a cliché with some truth to it), the dingy reputation and the easy access to objectionable items like hands of murderers or mandragora have led to the birth of more than one rogue, arcane trickster or warlock coming from this background.

Skill Proficiencies: Athletics, Intimidation
Tool Proficiencies: Poisoner's kit
Languages: any language of your choice

Equipment: hempen rope (50') already knotted to a noose, a sharpened 10' pole (to display heads on), a sack (chopped-off head optional), common clothes including a black hood and a butcher's frock, the farewell letter of an infamous criminal (or wrongly accused convict) and a belt pouch containing 8 Salt

Background Feature: Scharfrichter's Stare
Both commoners and criminals are afraid of your reputation. Neither will report if you overstep the legal lines a bit (such as by not paying your food, or bruising a captive), and both kinds will be more likely to spill the beans just to get rid of you (or in the case of criminals, to keep you from scraping the beans out of them with a red-hot hook).
Those who have some standing in the community will not be so easily impressed by some dingy executioner, but maybe their servants will speak freely to you if you block their way in the right dark alley...

Personality:
1. When going gets weird and bloody, I remain calm and stoic.
2. I like to act tough and hardboiled when I feel that I've got the advantage, or that I need to secure it.
3. I do a lot of bad puns and quips in the face of death and the macabre.
4. I'm not a person of many words - I get by with a nod, a headshake or a single word as often as possible.
5. I am deferential to authority more than rulings - those chosen through merit, tradition, or birth understand the intent of the law even if the letter must be bent a bit.
6. Once a bad seed, always a bad seed - I am harshly judgmental of those who have erred even once.

Ideal:
1. Justice: Right or wrong, the law. (Lawful)
2. Redemption: No matter how wicked, anyone must be given a chance to repent before meeting their creator. (Good)
3. Community: My community cannot hold unless its people are kept safe from threats in their midst (Any)
4. Pragmatism: When some petty law get into the way of my job, it should wait out of sight in the antechamber while I take care of what needs to be done. (Chaotic)
5. Power: Life, Death, Dignity - I crave the moments when they step up the wooden stairs and all these things are at my fingertips. (Evil)
6. Truth: Before any justice can be meted out, it is important to draw out the truth no matter how. (Lawful)

Bond:
1. I've been forced to put my one true love to the sword, and have been grieving for her ever since.
2. There is this one criminal who could jailbreak before meeting his conviction. I will find him and give him what is his due.
3. No one is above the law - no one but this smug rascal who could get off scotsfree with that letter of the Cardinal. I will find her and make sure there is no loophole this time.
4. I have put a man to the sword only to learn later that he has been innocent. I will make up to his family best as I can.
5. I've led some very vile scum to the gallows, despite their powerful friends. Now I am on the run from them and their assassins.
6. While making my rounds in the dungeons, I have run into a man in an iron mask who doesn't appear on any records. I will need to find out his secret, and bust him out if he is innocent.

Flaw:
1. I have taken a significant bribe, and a certain crimelord knows it and can prove it.
2. I obey any legitimate authority, even when they might be wrong.
3. The bottle is the only thing that keeps the spectres of my former victims at bay.
4. I have sold hands of murderers and similar items of my handiwork to evil magic-users, or possibly even the darker powers behind them.
5. I display my gallows humour even to the point where it makes others uncomfortable - and beyond.
6. I take a memento of everyone I execute, and display it proudly.

MORTICIAN

You could have been a simple laborer for a local priest in some backwater village in Barovia, or you could be an undertaker running his own business in a city in a more developed domain. No matter where you exactly come from, your business boils down to putting the death beneath the earth.
The labour of an undertaker becomes the background of many a class, whether a hardy fighter, a cleric of death or an arcane warlock dealing with the forces that seek out the dead. For some strange reason, there are quite a few rangers with vulture companions among morticians.

Skill Proficiencies: Intimidation, Religion
Tool Proficiencies: land vehicles, carpenter's tools

Equipment: a hearse (as cart) and a black mule, a shovel or spade (stats as a club), fine clothes including a black top hat, carpenter's tools, a roll of measuring tape, a holy symbol (or 5 wreaths of garlic), raw material for three coffins and a pouch of extracted gold teeth worth 5 Salt

Feature: Rest for the Wicked
Whether through academic study or sheer experience, you know enough about bodies to do basic examination to automatically find out how long they have been dead and the cause of their death.
You also know the traditional banes of the undead that need to be added at their burial to keep them from rising. Any knowledge of the undead beyond that is beyond you, unless you have the necessary skills.
In addition, you can make bodies presentable and preserve them, even without access to disguise kits/herbalism kits or proficiency in either.

Personality:
1. I am full of tales of funny deaths, people buried alive and similarly macabre anecdotes of my work that make others feel queasy.
2. I speak in few words and move quietly.
3. Whenever anyone announces very brave or very foolhardy plans that make them likely to become my next customer, I bust out my tape and get their measurements to work on my next coffin.
4. In the midst of blood, gore and similar reminders of mortality, I like to bust out my picnic cloth, have a meal and offer a bite to anyone else.
5. I am full of ghoulish glee and gallows humour even and especially in the face of doom and gloom.
6. I am horribly, horribly awkward in social situations.

Ideal:
1. Relief: My primary duty is to give the due rest to the death, and to alleviate the pain on those who have survived them. (Good)
2. Wealth: Whenever there are the dead to bury - and advantage to be taken of them - I will be there. (Evil)
3. Faith: I give the dead and the living what is due to them by the will of the divine powers. (Lawful)
4. Equality: I have buried beggars and lords alike and guess what? In death we are all the same. So, no reason for anyone to act high and mighty in life either. (Chaotic)
5. Hedonism: Seeing untimely dead all day leaves you with nothing but the desire to make the best of any day left to you. (Any)
6. Tradition: The ancient traditions about life, death and everything inbetween must be preserved and upheld. (Lawful)

Bond:
1. One of my former customers has become a restless undead due to my insufficient precautions. I will need to track him down and grant him his much-desired rest.
2. I owe my life to the priest who took me for an undertaker when my parents died.
3. I will do anything to protect the church where I served.
4. I have sold hands of murderers and similar items of my handiwork to evil magic-users, or possibly even the darker powers behind them.
5. A corrupt noble once forced me to dress up the body of the victim of his crime such that the crime wouldn't be obvious. He may have gotten away with it, but I have not forgotten.
6. I've met the love of my life only when she was already dead and to be buried. The locket of her picture goes with me everywhere I go.

Flaw:
1. I need the bottle every evening to cope with my job.
2. I am terribly insensitive towards the feelings of others.
3. Having seen mortality every day, any promise of immortality - no matter how phony - will draw me in no matter what.
4. I am terribly superstitious.
5. I'm a pale, nocturnal creature that makes others around them uneasy.
6. I suffer from necrophilic urges, and try to keep them at bay.


Unknown

Your background is unknown to you because you suffered some trauma that has inflicted you with amnesia. You woke one day, not knowing who you are or how you got here. Your origin and family are a mystery to you. You are not sure if you have allies or enemies from your past. If you have skills beyond what your class training details, you struggle to recall them.
Who looked after you while you recuperated? Were your class skills taught to you after your trauma, or are you slowly recalling them from your past? Do you have flashbacks or dreams hinting at your ordeal?
Proficiencies and Languages: Special. Whenever you attempt a skill, use a tool or try to comprehend a language you are not already proficient with, roll a d20. On a natural 20, you have recalled one of your pre-trauma talents and gain that proficiency; otherwise you must finish a long rest before you can make this check for the same proficiency again. Once you have recalled four proficiencies you no longer make this check.
Equipment: Just the shirt on your back.
Clue
When you woke as an amnesiac, you discovered one thing about yourself that could provide a clue as to what happened to you. Roll a d6.
d6
Clue
Example
1
A tattoo
You have an unusual tattoo on your arm, depicting a strange building, part of a map or gnostic symbols.
2
A curious wound
Running across your face and head is a long scar, only recently healed.
3
Something hidden on you
There was a key sewn under the skin of your belly.
4
A personalized piece of jewelry
Gripped in your hand was a locket, in which is a portrait of a young lady or man.
5
A punishment
Your little finger was severed and is missing.
6
You were found somewhere unusual
You woke shut in a sea trunk, washed up on the beach.
Feature: Gradual Recall
Each time you meet a new NPC or visit a new location, once per character level, you can decide that they feel familiar. This place or person is somehow related to your life leading up to the trauma that caused your amnesia. This will not divulge much information, but will provide some further clue. You should work with your DM to fit this new element into your background, aiming to give full disclosure by the middle of the third tier.
  • Level 1–4:
  • The NPC incidentally recognizes you but doesn't know you. They remember you performing some act, such as speaking to a mysterious figure (and overhearing a few words), buying an item from a store, or being involved in a fight.
  • Locations might be places you visited but once, or passed through on your way to somewhere else.
  • Level 5–8:
  • The NPC knows you only by a nom de guerre and a little about what happened to you, but is evasive in giving you information. If forced to speak, they give only one clue before circumstances end the interrogation (he simply escapes, or he's in a position of power, or a vicious storm rocks the boat...)
  • Locations might be taverns or dungeons that you frequented.
  • Level 9–12:
  • The NPC was directly involved with your trauma, and knows your real identity. Some conflict must be resolved before their relationship to you is fully understood: this could be a combat encounter or fulfilling a request made by them.
  • A location might be your family home, your place of work, your secret hideout, or some other place very personal to you that will reveal your identity through investigation.
This feature may drag you into involvement with secret societies, nobility, evil armies, hidden temples, and other intrigues. Once you have total recall about your life and your trauma, one of these story elements can be used to create a new background feature to replace Gradual Recall.
Suggested Characteristics
Whatever your personality, you are compelled to find out more about your past.
d8
Personality Trait
1
I sometimes adopt a persona of child-like innocence, which comes through stronger when I try to remember my past.
2
When I rest I write copious notes on the events of the day, and keep them safe.
3
I am plagued by confusing nightmares which leave me feeling anxious all day.
4
I am aloof and dislike being with riff raff: I'm sure I have noble blood.
5
I am completely obsessed with keeping my belongings with me at all times.
6
Whenever I can't remember recent events it makes me nervous and distant.
7
I find myself staring into mirrors for long periods of time, wondering who I am.
8
I am sometimes overcome with fluctuating bouts of depression and euphoria.

d6
Ideal
1
Truth. I want to know what's real – not just about my past, but the world and people around me. (Any)
2
Revenge. I can't touch the demons of my past, so I take my frustration out on those who make even the slightest infractions against me. (Evil)
3
Heart. Although I woke as a blank slate, my first act was to rescue a trapped animal. There must be inherent kindness in people, even if hidden deeply. (Good)
4
Pretense. Personal identity is an illusion. We can adopt personae as we see fit. (Chaotic)
5
Destiny. What happened to me happened for a reason. I accept it and have no regrets. (Lawful)
6
Enlightenment. I'm glad I can't remember my past. It gives me more time to focus on my future. (Any)

d6
Bond
1
I owe a debt to the family that found me, took me in, and nursed me back to health.
2
Somebody, somewhere, stole my life. I will find them and make them suffer.
3
I remember living in luxury – I must have a personal fortune or estate somewhere, and I'm going to find it!
4
The only thing I recall is that I was searching for someone I loved, someone who was in danger.
5
I remember a child and that the child was important, but I can't remember why or who they were.
6
I told someone of a great darkness before my trauma. I must find them and remember what I said.

d6
Flaw
1
I intermittently suffer short-term memory loss, and often forget why I went to a place or what I was talking about.
2
I'm overly suspicious of strangers – for all I know I might not a be stranger to them, and why would they keep quiet about that?
3
I hate secrets and cannot be trusted with them. Everything should be out in the open.
4
Everything is always my fault!
5
I get overindulged in knowledge and will do questionable things to obtain it.
6
I believe everyone is talking about me behind my back.

Adventurer's Whelp

  • One (or both) of your parents was an adventurer, and the call of it is in your blood. Maybe you grew up with stories of your parents' exploits, or maybe you desperately want to know what happened to your father oh-so-many years ago.
  • Skill Proficiencies: Insight, Knowledge (History)
  • Tool proficiency: cartographer's tools
  • Languages: one language.
  • Equipment: a set of fine clothes, your parents' diary or a faded map to a dungeon or foreign land, a vial of ink, a ten foot pole, a boot knife, 20 salt in a belt pouch.
  • Feature: allies. Either you can occasionally get some sort of support, magic, or information from your parents themselves, or allies/acquaintances of theirs will periodically offer their aid. This operates wholly at GM discretion.
  • Personality trait (d8)
  • 1. I often quote stories of my parents' exploits
  • 2. I try to collect stories of what actually happened in my parents' lives.
  • 3. I try to hide from my parents' reputation.
  • 4. My parents traveled far, so I live by the codes of a faraway land.
  • 5. My parents taught me their livelihood, but sometimes all I really want is a common life.
  • 6. I grew up watching wealth squandered outrageously, money means little to me.
  • 7. I inherited a casual roughness or shamelessness that can shock my companions at times, such as readily taking to graverobbing or changing my armour in public.
  • 8. My fathers/mothers profession is something I'm quite familiar with, I sometimes seem to think like one of them rather than what I was actually trained in. Perhaps I'll follow in their footsteps one day.
  • Ideal (d6)
  • 1. I must live up to my parent's legend (Good)
  • 2. I will finish what my parents left unfinished. (Lawful)
  • 3. I will find what became of a missing parent (or one of their companions).(Good)
  • 4. I will prove that I'm better/different person to my parents (Good/Evil)
  • 5. I'm all about the adventure and excitement (Chaotic)
  • 6. I must seek vengeance for my parents.
  • Bond (d6)
  • 1. I feel a kinship with other children of my parents' adventuring party.
  • 2. I serve the same lord my father served.
  • 3. I was raised to revere my parents' deity above all else.
  • 4. I was given a memento of my parents, yet lost it. It must be retrieved.
  • 5. My parents incurred debts that still have to be repaid.
  • 6. The gold is all that matters, I picked up that much.
  • Flaw (d6)
  • 1. I'm the child of a hero, dammit. Give me some respect.
  • 2. I'll never be as good as them
  • 3. My parents' enemies yet haunt me.
  • 4. I have been marked by magicks that afflicted my parents
  • 5. I believe I have an inevitable destiny, and too easily behave recklessly.
  • 6.My parents stories sometimes lead me to apply dungeoneering skills inappropriately, such as by mapping taverns I walk into or checking new suits of armour for traps.


Slaver

Despised by most societies, yet perversely needed by many, you traffic in human(oid) flesh. Your status depends on your surroundings: In more despotic or cruel lands you operate openly, while in more enlightened polities you are reviled and relegated to the shadows. Either way, human(oid) nature being what it is, there is a place for you.
  • Interesting that you, who specializes in binding ordinary humanoids, ended up in the company of freedom-loving, extraordinary adventurers. Then again, they’d fetch a fine price at market, wouldn’t they…?
  • Given the unsavory nature of this Background, you might want to be an ex-slaver: possibly having turned against your guild or even joined an abolitionist movement.
  • Skill Proficiencies: Intimidation, Medicine
  • Tool Proficiencies: restraints*, vehicles (your choice of land or water)
  • Equipment: 2 sets of manacles, 50’ silk rope, whip, branding iron, healer’s kit, fine clothes, pouch with 15 salt
  • Feature: Slave Coffle
  • You skim the cream of the crop – or the worst of the worst, or the most docile of the docile – for your own use. You have 1d6 personal slaves (treat as commoners/unskilled hirelings) who obey your orders. Each slave’s upkeep is 5 cp/day. Thoroughly cowed and broken by you, they are treated as friendly, but each slave’s real feelings toward you are as follows (d6): 1: friendly; 2-3: indifferent; 4-6: hostile. The DM rolls this in secret; you are unaware, though you might suspect.
  • Slaves will likely not die or fight for you… though they might, depending on how much you have broken them… but they will do nearly anything else. Between adventures, should you be in a slaveowning area, you may replace the members of the coffle, but you must pay the standard market price for such slaves.
  • Regardless of their attitude toward you, it is almost inconceivable that your slaves would not make a break for freedom if the opportunity presented itself, and break you in the process….
  • Alternate Feature: Scum and Villainy
  • While loathed by most, you are also ubiquitous. You have had a diverse network of customers and contacts, possibly including crimelords, nobles, wealthy merchants, cultists… any who barter in flesh for work, pleasure, or sacrifice (or consumption). If you are in an area that openly or covertly harbors the slave trade, you can meet or make a contact, who might trade information or favors on a quid pro quo basis. Keep in mind, of course, that most who have no scruples about involving themselves in slavery would likewise have no scruples about betraying your trust.
  • * New Tool: restraints (includes manacles, ropes, chains, etc.)
  • When you restrain a prisoner with tools, add your proficiency bonus to the DC of an escape attempt.
  • PERSONALITY
    1. I'm callous, coldly indifferent to even the worst suffering.
    2. I'm wracked by moral qualms over what I do (or have done), convinced that an afterlife of damnation awaits me.
    3. I’m philosophical about my vocation, full of elaborate rationalizations about how some are natural slaves.
    4. I constantly appraise everyone I meet, predatorily scrutinizing them, looking at their teeth, and silently evaluating their probable worth on the auction block.
    5. I am an aficionado of the grotesque, specializing in exotic specimens to sell to discriminating clients and endlessly fascinated by physical and mental freakishness.
    6. Having seen no few emancipated slaves become slaveholders themselves, I am cynical to a fault. Civilization is just a big stinking slave pit; everyone would do as I do if they could get away with it, and I take pains to remind the pious of mankind’s venality and hypocrisy.
    7. I exhort my faith in the most proper and righteous deities, tithing extravagantly and showily, declaiming my profession as a necessary evil in pursuit of the larger good of civilizational advancement.
    8. If I have renounced my profession, I work tirelessly to turn others to the cause of freedom and enlightenment. After all, if I can be redeemed, anyone can.
  • IDEAL
    1. Master and Servant. Life is a great chain of dominance and submission. Equality is a lie. All must find their place in the hierarchy, serving or being served. Submit to your masters just as you expect submission from your slaves. (Lawful)
    2. Greed. You are an alchemist, turning flesh to gold. You care not a whit for your chattels’ suffering so long as the coin flows in. (Evil)
    3. Caprice. For you, the key to control is unpredictability. You are an earthly god, your coffle subject to your ever-changing moods. You might manumit a slave on a whim, at your expense, or brutalize another for equally trivial reasons. (Chaotic)
    4. Freedom. You once were blind, but now you see. You have renounced your profession and now believe that freedom is the right of all sentient beings. Perhaps you even use your knowledge and contacts in service to an abolitionist cause. (Good)
    5. Necessity. Slave trading is an ugly business, but the world is an ugly place. Those walls and pyramids have to get built somehow. Slavery is the grease that lubricates civilization, and you do what you must to keep it flowing. (Neutral)
    6. Karma. Nothing happens randomly; the wretches in your slave coffle must have done something for fortune to frown on them so. You are merely the agent of their purgatory. (Lawful)
  • BOND
    1. None has escaped my grasp. None ever shall.
    2. Only those deserving – criminals, debtors, and the like – are enslaved by my hand. In fact, I seek out and free the truly innocent, for I am pure in my impurity.
    3. I am a professional. I treat my slaves as well as can be managed, take pains to keep them healthy, and conduct myself with scrupulous honesty in dealings with customers.
    4. I see myself as patron or matron to my dear little bondlings, imparting wisdom, cultivating virtue and grace, and preparing them for lives of exalted service in the houses of the great.
    5. I take pains to enslave the savage humanoids – orcs, goblins, and the like. Far better that these heathens be taken into proper society, taught the ways of civilization, and perhaps find redemption through toil than simply be exterminated.
    6. I belong to a slavers’ guild. I am a careerist and climber, with all the politics and rivalries that entails. I will undertake the most dangerous missions to prove myself to my superiors.
  • FLAW
    1. An expert at scourging others, I like to be scourged myself. I seek out those who traffic in domination, submitting myself to their abuse and reveling in the pain they inflict on me.
    2. I drink or drug myself into a stupor to stomach what I am.
    3. A dangerous slave – a barbarian, gladiator, possibly even sentient monster – escaped my coffle and has sworn revenge against me.
    4. I sell slaves to entities beyond the pale of civilization – aberrations, undead, demonic cults, or the like. Should this be found out, even the most tyrannical humanoid governments would sentence me to death.
    5. Having become accustomed to my slaves performing tasks on my behalf, I am shockingly lazy, especially in the physical sense.
    6. I fell in love with and released one of my slaves. This person has bound my heart in chains as unbreakable as any of my own manacles. I would do anything for this one, and s/he knows it.


Legacy

You descend from Well Renowned Heroes, or Villains. They could be your parents, uncle, aunt, grandparents, or many generations removed. You grew up in their shadow, and people always expected great, or terrible, things from you. Regardless of their attitudes you feel the pull of destiny, and the call of adventure.

Skill Proficiencies: History, Intimidation

Tool Proficiencies: One set Artisan’s tools, Vehicles (land)

Equipment: One Set Artisan’s tools (your choice), One Family Relic, A set of Traveler’s Clothes, A belt pouch containing 15 salt.

The Weight of Family:

Every Legacy bears the weight of their family name. Be it the weight of great Heroes who pressure you to champion the light, or vile cretins you seek to separate yourself from. In some circles your family name may open doors, or it might get them slammed in your face. Work with your DM to determine the fame or infamy of your ancestors. When in your hometown, everyone knows you, and their treatment of you will be colored by your family. Will you prove them right, or show them who you really are? You can work with your DM to inspire your family history, or you can roll from the table below:

D8 Weight of Family

1 My family is vile, and cruel. I will not be like them, will I?
2 My Ancestor saved the town, and we are now celebrated. A charmed life indeed.
3 My family is famous, but I just want to be me. I had to get away.
4 How can I prove everyone is wrong about me?
5 I’m the black sheep, and I’ll show them!
6 I am going to live up to my family name! You’ll see!
7 My Ancestor attacked the town, no one trusts me there.
8 My Family is perfect, and I don’t know if I can measure up, or if I want to.

Suggested Characteristics:
Some Legacies try to use their family name to open doors, or curate favor. Others deny their ties. As a result, some are brash and proud, well trained and eager to take up the cause. Others are driven, and silent. Some are full of shame and self-loathing, and strive to be better than those who came before.

D8 Personality trait
1 I proudly tell the tale of my family.
2 I live off my family’s name, but secretly fear to be myself.
3 I am confident that I will prove myself worthy.
4 I worry if I am up for the task.
5 My family has always overshadowed me, when can I shine?
6 My family is famous, but I want a simpler life.
7 I am tired of always doing what’s expected of me.
8 I keep my family name a secret. I will make it on my own, by my own hand.

D6 Ideal
1 Respect: Respect is due me because of my family name, and I will earn that respect through brave and selfless acts. (Good)
2 Independence: I will make my own name for myself, my way. (Chaotic)
3 Family: My family is my life, and I will Celebrate it. (Any)
4 Glory: I will make my family great again! (Any)
5 Shame: I am the black sheep. (Good)
6 Rebellion: My Family are fools! I will show them true power! (Evil)

D6 Bond
1 I will protect my Family’s honor.
2 I will spread my family’s influence throughout the land.
3 Family comes first.
4 I will choose my family, and protect it at all costs.
5 My name is all I have.
6 I have lost my family, I will find them again.

D6 Flaw
1 I am arrogant because of the fame of my Family.
2 I am so sure of my Destiny, it blinds me to consequences.
3 I am jealous of those who grew up in anonymity.
4 I hate my family, and myself because I am part of it.
5 I tell tales so others will think better of me.
6 I point out the flaws of others to make myself seem better.


Redeemed Cultist

Once, you were an obedient member of a religious cult. You may have been a follower of a dark god, demon prince, twisted fey, or just power-hungry religious fanatic - that is of little importance now. What matters now is that, somehow, you found it in you to free yourself from the blind servitude and saw the error of your ways. Many innocents died by your hand - sacrificed on an altar or slain in raids. Brainwashed, drugged, or simply confused and misled you have committed crimes so heinous you could hardly ever ask for forgiveness. Nevertheless, you have left the cult determined to seek a new life. Will it be a life of virtue in a pursuit of redemption or a lonesome journey of an embittered and broken individual trying to run away from their past? Why did you join the cult in the first place? What made you see through the veil of the cult indoctrination? How have you managed to escape?
Skill Proficiencies: Arcane and Deception
Tool Proficiencies: Disguise kit or Herbalism kit or Poisoner’s Kit
Languages: any one occult or extraplanar language of your choice
Equipment: a set of traveler's clothes, your cult’s identification mark (if any - see the table below), a dagger, a magic scroll describing a minor incantation or ritual (lvl 1 warlock spell of your choice, one use), a pack of candles, and a pouch containing 5 salt
d6
Cult Members’ Identification
1
Markings (tattoos, scarification, branding…)
2
Self-Mutilation (fingers or ears cut off, missing eye(s), split tongue…)
3
Accessories (rings, medallions, bracelets, piercings…)
4
Clothing (distinct color or type of clothing…)
5
Language (password, phrase, cipher, non-verbal signs…)
6
Multiple layers of identification - roll twice on this table, reroll any 6s
Feature: The Black Sheep
Thanks to your long affiliation with a cult community, you can very easily identify anyone who is a member of a commune similar to your own. All cults are essentially the same and their members exhibit the same behavioral patterns. By extension, you can also easily recognize any drug addicts, compulsive liars and people with various behavioral disorders.
Additionally (this is up to you or your DM to decide), some of your former brothers and sisters in faith might not know you have defected and would be willing to provide you (and only you) with shelter and supplies. However, the question is whether you want to stay with them again.
Suggested Characteristics
d8
Personality Trait
1
My past still haunts me in my dreams. I often wake up screaming or do not sleep at all.
2
I anger quickly and I am prone to violent tantrums when someone tries to control me or give me orders.
3
Being a pawn in someone else’s game left me with an inability to make choices of my own. I am indecisive.
4
I trance out and lose touch with reality. I am sometimes delusional or experience delirious states.
5
Boundaries were violated time and time again in the cult until I lost sense of which boundaries were appropriate. I often behave inappropriately or in a seemingly random manner.
6
Constant feelings of shame, helplessness and inferiority make me change my mood at a moment’s notice. I suffer from mood swings or sudden emotional breakdowns.
7
I feel immense guilt over my past actions and welcome suffering as my atonement. I have little or no regard for my personal health.
8
Every day I expect to get a knife in my gut and I see vengeful assassins in every shadow. I am paranoid or suspicious of others.

d6
Ideal
1
Protective. Dark cults trifle with powers that are beyond their understanding or control. Those fools must be stopped. (lawful)
2
Nihilist. What’s the point of anything? People are insignificant and their struggle is futile. (neutral)
3
Repentant. I cannot possibly undo the wrongs I have done, but I can still try and atone. (good)
4
Anarchist. Lives of men should not be ruled by anyone. No gods, no masters! (chaotic)
5
Denial. It wasn’t me. I wasn’t myself! (any)
6
Selfish. The world is doomed either way. Better make to most of it. (evil)

d6
Bond
1
When I left the cult, I took one of its relics with me. For some strange reason, I cannot part with it.
2
They were supposed to be sacrificed, I have helped them escape. Now I feel responsible for them.
3
It breaks my heart to know that my close friend, lover or family member is still a loyal follower of the cult.
4
The cult leader made me kill my old friend during the initiation. I have not forgotten that and I want revenge.
5
I cannot stand by and watch as more children and youths get turned into mindless fanatics or are exploited for someone else's personal gain.
6
No one must ever know about my involvement with the cult.

d6
Flaw
1
Sometimes, I hear voices in my head that command me to do terrible things. And sometimes, I give in.
2
I am having second thoughts about my leaving the cult. I am afraid I could easily return to my old ways given the right circumstance.
3
I take great solace in flagellation. The road to salvation leads through blood and self-inflicted pain.
4
Before I left, I was given a task (by the dark lord or deity, or the cult leader) that I am yet to fulfill.
5
In the cult, they fed us drugs. I am still heavily addicted and I will do anything to get a dose.
6
I dread the idea of killing another sentient creature, I have already spilled enough blood.



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